#pragma once
#ifndef ENTITYAI_H
#define ENTITYAI_H

#include "DXUT.h"
#include "EntityLiving.h"

class EntityAI : public EntityLiving {
protected:

public:
	EntityAI(const D3DXVECTOR3& pos);
	EntityAI(const D3DXVECTOR3& pos, const D3DXAABB& aabb);

	void OnFrameMove( EntityWorld * pWorld, double fTime, float fElapsedTime);
};

class EntityCactusMan : public EntityAI {
private:
	float			m_MoveTime;
	D3DXVECTOR3		m_TargetDirection;
public:
	EntityCactusMan(const D3DXVECTOR3& pos);

	void OnFrameMove( EntityWorld * pWorld, double fTime, float fElapsedTime);

#ifdef RENDER
	void OnD3D11CreateDevice( ID3D11Device* pd3dDevice );
	void OnD3D11FrameRender( const D3DXFRUSTUM frustum, EntityWorld * pWorld, ID3D11DeviceContext* pd3dImmediateContext, double fTime, float fElapsedTime);
#endif
};

#endif